Wonder Boy III: The Dragon's TrapMonster World II (モンスターワールドII)

Item stats

The tables for the stats are stored starting at address $1c000 in the ROM. There are a few layers of pointer tables for the data, I'll only give the direct references.

All tables list at least one stat with a different value for each form (Hu-Man, Lizard-Man, etc). However, for the most part, the differences are equivalent to thinking of the character as having an inherent amount of that stat (attack, defence, charm) and the weapon adding a constant amount. The last row of each table lists this "inherent" stat for each form.

In a few cases, a particular item gives an advantage, or disadvantage, to particular forms, and is noted after the table as well as by colour coding.

Weapons

Names start at $1c2a0, looked up from a table at $1c284.
Stats start at $1c01e, looked up from a table at $1c00a. There are 11 bytes per weapon:

1 byte

Charm points needed to see it in a shopData is present even if the item is not found in any shop.

4 bytes

PriceData in the form 0W 0X 0Y 0Z denotes a price ZYXW.

6 bytes

Attack pointsThe data is separate for each form, in the order Hu-Man, Lizard-Man, Mouse-Man, Piranha-Man, Lion-Man, Hawk-Man.Forms given an advantage by a particular weapon have the stat shown in green, those with a disadvantage have the stat in red.

Attack points

Weapon

Data

Charm points

Price

Legendary Sword

ff 00 00 04 09 ff 9b d7 cd f5 b9

255

9400

255

155

215

205

245

185

Ivory Sword

00 00 00 00 00 67 03 3f 35 5d 21

0

0

103

3

63

53

93

33

Mithril Sword

04 05 01 00 00 70 0c 48 3e 66 2a

4

15

112

12

72

62

102

42

Shogun Blade

4e 05 02 02 00 87 23 5f 55 7d 41

78

225

135

35

95

85

125

65

Crystal Sword

96 00 08 09 02 c8 64 a0 96 be 82

150

2980

200

100

160

150

190

130

Thunder Saber

ff 08 01 03 00 00 00 00 00 00 00

255

318

0

0

0

0

0

0

Magical Saber

ff 00 00 00 00 64 00 3c 32 5a 1e

255

0

100

0

60

50

90

30

Lucky Sword

3e 00 01 03 00 8c 28 64 5a 82 46

62

310

140

40

100

90

130

70

Muramasa Blade

a5 00 00 08 00 9e 3a 76 6c fa 58

165

800

158

58

118

108

250

88

Tasmanian Sword

32 00 08 04 01 ae 4a 86 7c a4 68

50

1480

174

74

134

124

164

104

"Inherent" attack points

100

0

60

50

90

30

The Thunder Saber does no damage to any enemy.

The Muramasa Blade gives Lion-Man 102 points more than it gives any other character.

Shields

Names start at $1c348, looked up from a table at $1c32c.
Stats start at $1c0a0, looked up from a table at $1c08c. There are 11 bytes per shield:

1 byte

Charm points needed to see it in a shopData is present even if the item is not found in any shop.

4 bytes

PriceData in the form 0W 0X 0Y 0Z denotes a price ZYXW.

6 bytes

Defense pointsThe data is separate for each form, in the order Hu-Man, Lizard-Man, Mouse-Man, Piranha-Man, Lion-Man, Hawk-Man.Forms given an advantage by a particular shield have the stat shown in green.

Defence points

Weapon

Data

Charm points

Price

Legendary Shield

6e 00 04 04 05 9b 64 78 8c 96 6e

110

5440

155

100

120

140

150

110

Ivory Shield

00 01 00 00 00 3a 03 17 2b 35 0d

0

1

58

3

23

43

53

13

Mithril Shield

00 02 03 00 00 43 0c 20 34 3e 16

0

32

67

12

32

52

62

22

Shogun Shield

4f 00 06 04 00 5a 23 37 4b 55 2d

79

460

90

35

55

75

85

45

Crystal Shield

9b 00 04 01 03 82 4b 5f 73 7d 55

155

3140

130

75

95

115

125

85

Knight Shield

5c 00 04 01 01 69 32 46 5a 64 3c

92

1140

105

50

70

90

100

60

Dancing Shield

36 00 03 04 00 37 00 41 28 32 0a

54

430

55

0

65

40

50

10

Aqua Shield

30 00 03 04 00 37 00 14 55 32 0a

48

430

55

0

20

85

50

10

Master Shield

6e 00 08 09 01 37 00 14 28 87 0a

110

1980

55

0

20

40

135

10

Heavenly Shield

69 00 08 09 03 37 00 14 28 32 78

105

3980

55

0

20

40

50

120

"Inherent" defence points

55

0

20

40

50

10

The Dancing, Aqua, Master and Heavenly Shields are effectively useless except when used by Mouse-, Aqua-, Lion- and Hawk-Man respectively, when they give 45, 45, 85 and 110 defence points above the "inherent" amount.

In a previous version of this table, the Knight Shield had incorrect points listed in the right-most table, and a description that said "The Knight Shield gives 20 less points to Mouse-Man and Aqua-Man, and 10 less to Lion-Man. It gives an extra 40 points to Hawk-Man.". This was a mistake and we fixed it now (Fixed in December 2017).

Armour

Names start at $1c3f5, looked up from a table at $1c3da.
Stats start at $1c122, looked up from a table at $1c10e. There are 17 bytes per armour:

1 byte

Charm points needed to see it in a shopData is present even if the item is not found in any shop.

4 bytes

PriceData in the form 0W 0X 0Y 0Z denotes a price ZYXW.

6 bytes

Defense pointsAlthough there is data for each form, the value for each armour is identical for all forms. This complexity was presumably removed from the game on purpose.

6 bytes

Charm points earnedThe armour's charm points earned add on to your character's charm points.The data is separate for each form, in the order Hu-Man, Lizard-Man, Mouse-Man, Piranha-Man, Lion-Man, Hawk-Man.No armour favours any form over another after considering the "inherent" charm points of each form, again presumably to simplify the game.

Charm points earned

Weapon

Data

Charm points

Price

Defence points

Legendary Armor

ff 05 04 05 06 64 64 64 64 64 64 9c 64 8c 6e 96 78

255

6545

100

156

100

140

110

150

120

Ivory Armor

00 04 00 00 00 03 03 03 03 03 03 3b 03 2b 0d 35 17

0

4

3

59

3

43

13

53

23

Mithril Armor

00 04 04 00 00 0c 0c 0c 0c 0c 0c 44 0c 34 16 3e 20

0

44

12

68

12

52

22

62

32

Shogun Lamellar

37 00 00 05 00 23 23 23 23 23 23 5b 23 4b 2d 55 37

55

500

35

91

35

75

45

85

55

Crystal Armor

99 00 01 02 03 4b 4b 4b 4b 4b 4b 83 4b 73 55 7d 5f

153

3210

75

131

75

115

85

125

95

Goblin Mail

05 00 08 01 00 18 18 18 18 18 18 38 00 28 0a 32 14

5

180

24

56

0

40

10

50

20

Samurai Armor

33 00 00 00 01 2f 2f 2f 2f 2f 2f 67 2f 57 39 61 43

51

1000

47

103

47

87

57

97

67

Dragon Mail

32 00 00 03 00 1e 1e 1e 1e 1e 1e 38 00 28 0a 32 14

50

300

30

56

0

40

10

50

20

Prince Armor

61 00 00 06 01 38 38 38 38 38 38 9b 63 8b 6d 95 77

97

1600

56

155

99

139

109

149

119

Hades Armor

50 00 00 00 02 3f 3f 3f 3f 3f 3f 38 00 28 0a 32 14

80

2000

63

56

0

40

10

50

20

"Inherent" charm points

56

0

40

10

50

20

Cure Cost

When entering the hospital, the price for heal gets stored into RAM starting from $d10e. The value that gets written there gets looked up from a table in ROM starting from $1c550. This table consists of 6*8 (transformation * number of heart containers) 2-byte-BCD entries and looks like that: